December 14, 2017, 09:58:33 PM

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 21 
 on: November 19, 2017, 09:19:18 PM 
Started by mattressses - Last post by olly
very good!

Smiley

 22 
 on: November 19, 2017, 07:52:47 PM 
Started by mattressses - Last post by dougie
To anyone who's interested, I have found out a bit more about .key files,
with help from aqrit's db code

.KEY files appear(Pretty sure) to contain a list of keyframes, which are just a rotation for the
head and a rotation for the body.
each keyframe is a struct that is 12 bytes,

the first byte of a .key file is the number of keyframes in the file(e.g. 64 frames in 0.KEY)

//the second bytes for each rotation has more effect,
//e.g. something like 0-275 degrees while the first
//has a lesser 0-85, not sure exactly


For example:
Code:
struct BODYHEAD{
    //12 bytes
    //Body rotation
    0x00    signed char body_rotation_x1; // a rotation value around x axis
    0x01    signed char body_rotation_x2; // a greater rotation value around x axis
    0x02    signed char body_rotation_y1; // a rotation value around y axis
    0x03    signed char body_rotation_y2; // a greater rotation value around y axis
    0x04    signed char body_rotation_z1; // a rotation value around z axis
    0x05    signed char body_rotation_z2; // a greater rotation value around z axis
    //Head rotation
    0x06    signed char head_rotation_x1; // a rotation value around x axis
    0x07    signed char head_rotation_x2; // a greater rotation value around x axis
    0x08    signed char head_rotation_y1; // a rotation value around y axis
    0x09    signed char head_rotation_y2; // a greater rotation value around y axis
    0x0A    signed char head_rotation_z1; // a rotation value around z axis
    0x0B    signed char head_rotation_z2; // a greater rotation value around z axis
}

.SEQ files then choose the order of these keyframes to create different animations for
each of the characters, I'm working on figuring them out

doug

 23 
 on: November 19, 2017, 06:31:57 PM 
Started by illidan - Last post by illidan
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 24 
 on: November 18, 2017, 10:43:15 AM 
Started by illidan - Last post by illidan
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 25 
 on: November 17, 2017, 08:35:15 PM 
Started by illidan - Last post by illidan
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phenix guard

 26 
 on: November 17, 2017, 03:39:04 PM 
Started by illidan - Last post by illidan
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 27 
 on: November 17, 2017, 07:52:13 AM 
Started by illidan - Last post by illidan
Har Ganeth


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 28 
 on: November 15, 2017, 04:25:34 PM 
Started by mattressses - Last post by dougie
haha, Morgan Burnheart's flying about  Grin

 29 
 on: November 15, 2017, 04:09:53 PM 
Started by mattressses - Last post by dougie
good Smiley I'm trying this out now

 30 
 on: November 15, 2017, 03:23:41 PM 
Started by mattressses - Last post by aqrit
correction:

byte offset 0x16 of the "HEAD" struct seems to control which KEY file is used during the "talkie" first cut-scene...


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